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1  Discussions / General Discussions / Re: Java FX 2.0 SDK beta is out now on: 2011-06-04 14:10:09
Pity the included Breakout clone is shoddy quality though. Jerky and slow. Ah well.

The JavaFX 2.0 Roadmap mentions Blueprints - "JavaFX 2.0 will ship with several blueprints applications and sample applications to help developers with patterns, best practices, and promulgating good design patterns" - but this is planned only for the GA in Q3'11. So I guess that will include one or two applications representative of each important niche, from business front-ends, to multimedia mashups, to Flash-like spank-the-monkey applets... Wink and if we're lucky, including some games too... and if we're double lucky, they'll get a real game designer like you guys to work on the game blueprint app(s).

JavaFX 1.x was hopeless for professional games anyway because its media stack couldn't do low-latency audio clips. Now we have this and it's looking good. (I have filed two bugs on audio, but they're both fixed - unfortunately one important bug on AudioClip performance was only fixed in b31; yesterday's beta refresh was b30, they only ship even build numbers so gotta wait another 2 weeks for b32 if you stress the AudioClip API like I did (and I suppose many games would) and hit the same bug.)

I guess the Texture Paint and Media Markers APIs, also not yet available, will also be important for games.  I've been bitching about something like texture paint since JavaFX 1.x, I think this initial API will be just an official, supported API to allow Java code to manipulate a pixel buffer... next step forward would be shading. Internally this is a strong aspect of the runtime - FX's rendering heavily relies on a portable shading library/language that generates GLSL, HLSL or as a last resort SSE code - so I hope some day this surfaces a public API complementing Texture Paint.
2  Discussions / General Discussions / Re: Java FX 2.0 SDK beta is out now on: 2011-05-29 23:50:06
The Glass toolkit is also responsible for managing the event queue. Unlike the Abstract Window Toolkit (AWT), which manages its own event queue, the Glass toolkit uses the native operating system's event queue functionality to schedule thread usage.
Finally we'll see endless amounts of 'AppName (not responding)' in the java landscape too Cranky

..and guess what: it's a bugfix! I just did this test: put a "while(true);" inside an event handler of a Swing app; run it, trigger the event, nothing happens. Windows 7 is not aware of the problem, doesn't tell me that the application is broken even after I click the Window-Close control, because the native AWT layer is happily consuming the event queue - it's just the Java EDT that's not processing these events. Task Manager shows 100% of CPU usage (of one core), and it's the only way to kill the process.

Now repeat the exercise in a JavaFX 2 program. Trigger the event, Windows immediately identifies the app as "(Not Responding)" in the title bar. Now click Window-Close, Windows fades the app window and raises the "Application is not responding..." popup, with the Close and Wait options. So I can close it or use Windows's fancy "check for a solution..." diagnostics feature.  No need to use the scary Task Manager (or if I was my mom, I would probably just hit the power button to reboot...).

And it gets better. Check the Event Viewer, and sure enough, only the JavaFX hang has created a pair of Windows Error Reporting and Application Hang events and dump files. This stuff may be useful for support; will be consumed by app monitoring systems often used in corporate networks.
3  Discussions / General Discussions / Re: Java FX 2.0 SDK beta is out now on: 2011-05-29 17:46:44
Cheers for the link.
Separate threads for rendering and key events, yay!
Pity that the post didn't go into details about the rendering back end prism and how it works.

Not only that, but this paragraph of Cindy Castillo's blog on the architecture seems very important:

The Glass toolkit is also responsible for managing the event queue. Unlike the Abstract Window Toolkit (AWT), which manages its own event queue, the Glass toolkit uses the native operating system's event queue functionality to schedule thread usage. Also unlike AWT, the Glass toolkit runs on the same thread as the JavaFX application. In AWT, the native half of AWT runs on one thread and the Java level runs on another thread. This introduces a lot of issues, many of which are resolved in JavaFX by using the single JavaFX application thread approach.

Now on the rendering back-end... I don't have this information, maybe somebody from the FX team can please us with the gory details ;-)
4  Discussions / General Discussions / Re: Java FX 2.0 SDK beta is out now on: 2011-05-29 17:37:13
really nice first impression here

Can't wait to try out the new Java Plugin3, seems like they've finally thrown out all the bloat.

The new plugin is promising indeed, too bad it's no good for existing applets; any non-FX code will cause the traditional AWT-based plugin to be used. Although it's likely that part of the deployment improvements, e.g. embedded JNLPs, can benefit legacy apps. Also I'm very curious to evaluate the full deployment experience, from JRE installation to warm startups and security model; but this is not possible with the beta (e.g. no web installer) and I expect this to be one of the last components to be really finished, so we gotta wait for the FCSs of both JavaFX and JDK 7 (or the first post-JDK7 JDK6 update, that will probably contain a back-ported plugin3; even today, the beta can work with JRE 6 by overriding its plugin... on Firefox it took me some effort to get working, I had to completely remove the legacy plugin, but then my Firefox profile is always a mess, continuously updated with betas).

I hope to publish soon a second blog with initial benchmarking results; this may take a week or two, this first article was already a drag of my time. But first impressions are very good; the scenegraph and Prism can push a few thousands of animated nodes, this on a laptop with Intel HD graphics and without optimizations like multiple layers (groups) with caching. The major issue I see now for games (IMO; not a game dev) is that the scenegraph does not support (or does not expose public APIs for) low-level 3D geometry; and you definitely don't want to convert a 100K-triangle model to 100K of scenegraph nodes which are too heavyweight for that. Also no public access to shading, yet; which always intrigued me because internally this is a bright part of the JavaFX runtime... maybe will be exposed to developers when more mature. So, right now, JavaFX 2.0 appears to be an excellent platform for 2D or "mostly 2D" games. Or, to be more precise: as the father of a 4 years old boy, in the last months I've looked at hundreds of Flash games available in the internet, and there isn't a single one that FX2 wouldn't do at least just as well. It's a great start, and the 3D support will improve. Right now there's no official announcement (or even leak) of specific plans post-v2.0, but I guess the Roadmap will be updated after 2.0 ships.
5  Discussions / General Discussions / Works for me (?) on: 2010-04-16 12:09:18
all applet are now showing a dialog even unsigned , now I am really thinking of going away from java, Oracle sucks...

This looks like crazy talk, I've tested this u20 release, loaded several applets flawlessly and without any security warning - including some of the mentioned java4k games. I guess it's only the applets using mixed trusted/untrusted code that have such problems? Any links?
6  Game Development / Performance Tuning / Re: Combine two ArrayList(s), omit duplicates on: 2003-02-01 08:07:24
If both ArrayLists are sorted, the fastest way is coding a loop that iterates both arrays in parallel and for each iteration, copies the lower-ordering element to a new array.
7  Game Development / Performance Tuning / Optimization on: 2002-11-07 10:58:17
Another cost of exceptions is in optimizations: thr try/catch blocks will make harder for the optimizer to predict the program's control flow, especially when the exception is thrown by one method and caught by another. This will spoil inlining, constant propagation, register allocation etc., especially if the throw lives inside loops.

The JGF benchmarks revel that Sun HotSpot Server 1.4.x is pretty good with this -- so good that it detects simple loops of try/catchs (local throw, with pre-created exception) as dead code and produces infinite scores -- but the same doesn't happen with non-local throws, non-precreated exceptions, or in any case with any JDK 1.3.1 (including IBM's) or even with HotSpot Client (more likely to be used by games).
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